Cameron’s PvE MI Executioner Guide [ Mod 11 ]

Introduction

Hello! My name is Cameron and this guide is going to demonstrate how to make the most out of one’s Trickster Rogue (TR), whether it be clearing trash mobs or melting through bosses. One thing I would like to preface for this build, is that I base it around high recovery and high AP (Action Point) gain to spam dailies so that I can keep constant buffs on myself. I would like to note that I am open to criticism, so if anyone has anything that they feel as though they can expand on, please let me know.

How the Guide Works

The guide is fairly simple, just click through each tab to get to whatever part of the guide you may want. Each tab will bring you to a different section of the guide

Special Thanks

Datsik – Most importantly, I would like to give a big thanks to Datsik for helping me with the formatting and keeping things looking nice. He and a few other friends of mine have made an excellent guide for CW’s, so if you have any friends that need a little help, feel free to direct them there. CW Cookbook

Doomsayer – This is the guy that really helped me with my TR when I came back to the game. He showed me the ropes for the mod we were in at the time and after that, I just took things into my own hands and went from there.

Rx Dx (Albino Dino) – He has helped with the occasional question that I’ve had and has done a lot of testing to see what’s worked as well as sharing ideas of what could be viable to use.

Race

Dragonborn

+2 to any two stats

Dragonborn Fury: Your Power and Critical Strike are increased by 3%.

Draconic Heritage: You receive 5% more healing from all spells and abilities.

Roll for 16 Dex and 16 Str. Put the extra +2 in both Dex and Str for a total of 18 Dex and 18 Str.

Human

+2 to any ability score

Versatile Defense: Increase your Defense by 3%.

Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table.

Roll for 16 Dex and 16 Str. Add the +2 to Str.

Half-Orc

+2 Dexterity+2 Constitution or +2 Strength

Furious Assault: Your Critical hits do an additional 5% damage.

Swift Charge: You gain a 10% bonus to Runspeed for 3 seconds when you enter combat. This effect can only occur once every 20 seconds.

Roll for 16 Dex and 16 Str. Put the extra +2 in both Dex and Str for a total of 18 Dex and 18 Str.

(5/5) Last Moments – You deal 5/10/15/20/25% more damage to foes who are below 40% health. This threshold is increased to 70% while in Stealth.

(5/5) Shadowborn – Entering Stealth increases the Power rating of your next attack by 20/40/60/80/100%.

(1/1) Shadow of Demise – While in Stealth, your powers now also add the Shadow of Demise effect to the target for 6 seconds. This effect is powered up by further damage you deal. Additionally, you generate Stealth 20% faster and no longer have your regeneration interrupted when taking damage.

Shadow of Demise: When this effect ends, its target takes Piercing Damage equal to 50% of the damage dealt to its target by the Rogue. Piercing Damage cannot be deflected and ignores armor.

This effect cannot stack.

*If human, put two of the three extra points into Twilight Adept. The extra stealth gained from using the dodge roll can be a nice convenience to have

**If human, put one of the three extra points into Soundrel Training for the extra 3% At-Will damage to foes not targeting you.

Dungeon Guide

For dungeons, the encounter, dailies, and passives all stay relatively the same. There’s the occasional instance in some dungeons that I like to swap out, but mostly the encounters used are, Dazing Strike, Lashing Blade, and Smoke Bomb. The power that I will occasionally switch for is Blade Flurry and if I do sub it in, it replaces Lashing Blade, but I only do that if I know I can get away with using only one daily power. Essentially, Blade Flurry = More AoE damage, but less immediate AP gain and Lashing Blade = No AoE damage, but more immediate AP gain.

The passives that I prefer to run are Skillful Infiltrator and Invisible Infiltrator, but you could also use Infiltrator’s Action if you’re using the offhand feature that gives 5% more damage for it. I prefer Skillful, because the extra run speed (20%) is very convenient and getting the extra 4% crit chance allows me to put stats in other areas that I feel are important.

Boss Rotation:

A quick word of advice, the TR has a lot to do with timing and instinct and that’s one thing I can’t quite teach, so in order to fully maximize your potential, you just have to play the game and practice.

Side Note, if running with a melt group, skip the 2nd DF and LB instead, because it should fit in just before Shadow of Demise ends for a massive chunk.

Companions

Companions make up a large part of your characters DPS. Ideally, you want your summoned companion to be outfitted with three Bonding Runstone, Rank 12’s and all offensive gear to stack offensive stats into. Your summoned companion is where the majority of your DPS will come from. With three Rank 12 Bondings and having the companion at legendary, when Companion’s Gift is procced, you will gain a total of 300% of your summoned companions stats, in short, this equates out to A LOT of extra stats.

This is how my companion setup looks, Con Artist as summoned along with the Earth, Fire, and Air Archon’s, and the Wild Hunt Rider. A good alternative to the Con Artist, would be using the Fire Archon as the summoned companion and replacing the Con Artist with the Siege Master.

Con Artist – +300 Critical Strike*

Wild Hunt Rider – 5% Chance to increase damage by 10% for 5 seconds.

Earth Archon – Increases your damage against targets by 6% when you are at full health. Each additional active Archon increases this by .5%

Air Archon – Increases your damage against targets not at full health by 5.0%. Each additional active Archon increases this bonus by .5%

Fire Archon – Increases your damage against targets with less than 50% Hit Points by 7%

*Con Artist is mostly used over the Fire Archon, because on it’s attack “Wicked Strike” it applies a 10% damage resistance debuff.

Enchantments

This is where things can start to get a little expensive, enchantments are a fundamental part in building your character and balancing out stats. Enchantments can be fitted into six different types of slots on your character, offense, defense, utility, weapon, armor, and overload.

Weapon Enchantment:

Transcendent Vorpal Enchantment

I feel as though the Vorpal still reigns superior over other weapon enchantments for the TR. The 50% critical severity on all attacks is just too good to pass up and considering the majority of a TR’s damage is their At-Will, Duelists Flurry and the bleed damage that accompanies it, there just isn’t another weapon enchantment that can provide a significant enough damage increase to justify using over the Vorpal. The lightning is very good for AoE damage, but I prefer the Vorpal overall.

Armor Enchantment

Transcendent Soulforged Enchantment

Soulforged is pretty self explanatory, if you do get hit, it lets you get back up right away and seeing how everything basically one-shots us, its nice to have a second chance.

Offense Slots

Brutal Enchantment, Rank 12

Azure Enchantment, Rank 12

I prefer to use a mix of these two enchantments, so that I can have a healthy mix of base power and base crit.

Defense Slots

Dark Enchantment, Rank 12

Black Ice Enchantment, Rank 12

I use Black Ice Enchantments in my defense slots, because it allows me to make the most out of one of my insignia bonuses on my mounts, Assassin’s Covenant. However, if Black Ice Enchantments are a little too out of your price range, Dark Enchantment’s are a close 2nd place. I choose Dark’s over Azure’s, because the TR is a very squishy class, meaning that we basically get one-shot by everything, even with the added defense of the Azure’s. Life Steal from the Dark Enchantments however, allow us to have a much higher chance to active Life Steal, which basically lets us heal ourselves from doing damage and since the TR attacks very quickly, it get’s utilized very well.

Utility Slots

Dark Enchantments, Rank 12

Quartermaster Enchantment, Rank 12

Dragon Hoard Enchantment, Rank 12

Fey Blessing Enchantment, Rank 12

Any one of these can be used in your utility slots, if you’re a newer player, I recommend using the Dragon Hoard’s, Fey Blessing’s, and Quartermaster’s Enchantments, because they can all give you spare refinement to level up artifact equipment, weapons, artifacts, etc. Believe me when I say that using these early on in the game will give you a large advantage, because its basically free refinement for just playing the game! It’ll save you a lot of time and a lot of AD. However, even if you’re not so new to the game, they are still plenty viable to use, because you can never have too much refinement. I prefer to run one Quartermaster and the rest as Dark’s, because I’m a bit spoiled when it comes to the movement speed.

Overload Slots

Greater Corrupt Black Ice Enchantment

Greater Corrupt Lethal Enchantment

Mark of the Demon Slayer, Rank 2

Mark of the Dragon Slayer, Rank 2

Mark of the Giant Slayer, Rank 2

Mark of the Troll Slayer, Rank 2

The Black Ice overloads are useful in helping to gain more stats where you need it, whether it be 800 crit or 800 power as well as generating additional AP every second its active, 1.25%. I really only use the marks in things that I’d rather go a bit a quicker. For example, I use the demon slayer marks in Demo, giant slayers and troll slayer for FBI/MSVA, and the dragon slayers for Dragonflight or if I’m running the dragons in the Well of Dragons.

Gear and Stats

Artifacts:

Wheel of Elements

Item Level: 160
Recharge Time: 60s

Use: Summons forth four symbols of elemental power, when an ally passes through a symbol it is consumed and its power is granted to the ally.
Fire — Deal 30% bonus Damage as fire for 28 seconds.
Wind — Grants control immunity and increased Run Speed for 6 seconds.
Earth — Grant 200% of Maximum Hit Points as Temporary Hit Points.
Water — Heal for 100% of Maximum Hit Points over time.

Sigil of the Devoted

Item Level: 160
Recharge Time: 60s

Use: Your Devoted Cleric spirit fills you with divine power, granting 100% of you total Action Points over 15 seconds. In addition, while this buff is active you Heal yourself for 869 whenever you use an Encounter power.

Thayan Book of the Dead

Item Level: 160
Recharge Time: 60s

Use: Summons three deadly undead that will each charge the target and strike for 5,245 damage. It will also Root the target for 2 seconds and do 3,349 necrotic damage every 0.5 seconds for 1.5 seconds.

Shard of Orcus' Wand

Item Level: 160
Recharge Time: 60s

Use: Conjures an orb that pursues nearby foes at random, dealing 6,290 damage to nearby foes every second. After dealing damage 5 times to any number of foes or after 15 seconds, the sphere explodes dealing 16,773 damage to nearby foes. Damage dealt by the orb increases as it remains active, up to 250%.

Equip: +1,000 Power
Equip: +1,000 Movement
Equip: +600 AoE Resist

Artifact of Power

*The Orcus Shard is necessary for the Demon Lords’ Immortality set bonus.

Weapons:

Relic Weapons (BiS)

Shadewalker’s Dagger

Shadewalker’s Stiletto

Twisted Weapons

Twisted Makhaira

Twisted Misericorde

Offhand Features:

Infiltrator’s Action

Invisible Infiltrator

Offhand Stat Bonus

AP Gain

Artifact Power

Duelist’s Flurry

Armor and Armor Sets:

Vivified Shadewalker’s Assault*

Vivified Shadewalker’s Assault Mask

Vivified Shadewalker’s Assault Vest**

Vivified Shadewalker’s Assault Gloves

Vivified Shadewalker’s Assault Boots

Vivified Shadewalker’s Raid*

Vivified Shadewalker’s Raid Mask

Vivified Shadewalker’s Raid Vest**

Vivified Shadewalker’s Raid Gloves

Vivified Shadewalker’s Raid Boots

Shadewalker’s Assault

Shadewalker’s Assault Mask

Shadewalker’s Assault Vest

Shadewalker’s Assault Gloves

Shadewalker’s Assault Boots

Shadewalker’s Raid

Shadewalker’s Raid Mask

Shadewalker’s Raid Vest

Shadewalker’s Raid Gloves

Shadewalker’s Raid Boots

Umbral Assault

Umbral Assault Mask

Umbral Assault Vest

Umbral Assault Gloves

Umbral Assault Boots

Umbral Raid

Umbral Raid Mask

Umbral Raid Vest

Umbral Raid Gloves

Umbral Raid Boots

If you’re unable to run FBI to get the relic gear or unable to afford masterwork armor, then Dragonflight or a mix of Dusk/Drowcraft is plenty sufficient until you can.

*I use a mix of the Assault and Raid variants, because of the stats they give.
**Instead of either chest piece, I prefer to use the Historians Regalia, because of the high amounts of stats it gives.

Artifact Neck

Baphomet’s Infernal Talisman

Artifact Belt

Demogorgon’s Girdle of Might

Rings

Greater Ostorian Ring of Dod

Greater Ostorian Ring of Krig

Greater Ostorian Ring of Hellig

Ring of Brutality +5

Shirt

Gemmed Exquisite Elemental Shirt

Pants

Gemmed Exquisite Elemental Pants

Armor Reinforcement Kits (Head, Chest, Arms, and Feet)

Major Critical Strike Armor Kit

Major Power Armor Kit

Armor Reinforcement Kits (Neck, Belt, and Rings)

Major Action Point Gain Jewel

Armor Reinforcement Kits (Shirt and Pants)

Everfrost Resist Armor Kit

Greater Everfrost Resist Armor Kit

***All of the Gear can be viewed from the Collections Tab in game for a more in-depth view of their stats.

Offensive Stats

Armor Penetration (ArmPen) – Generally, for PvE, you want to aim for ~60% ArmPen, because the highest amount of Damage Resistance (DR) that an enemy has in PvE, is Tiamat, with 60%. So, by having a steady 60%, you can be sure that you won’t be missing any potential damage.

Critical Strike (Crit) – I recommend always proccing your crit up to 100%, because at that point, stealth is only really needed to proc SoD.

Recovery – Recovery affects your AP gain and encounter cooldowns, so it’s important to the build, but you don’t want to stack too much of it to the point that it negatively affects you, because of the lack of other stats.

Power – Once all the other bases are covered, you’re able to stack as much power as you would like, can’t really go wrong with it. The more power you stack, the harder you hit.

Combat Advantage – This stat increases the damage you do when you’re behind an enemy, opposite of another player. You can see this damage, because there is a sword icon that appears next to the damage being dealt. This stat does have diminishing returns, so you want it to be ~1200.

Critical Severity – This stat increases the amount of damage that critical strikes deal. Between the Vorpal and my base critical severity, I don’t stack too much of it.

Defensive Stats

Lifesteal (LS) – Life Steal allows you to heal yourself based off the amount of damage that you deal.

Defense (Def) – The higher this stat, the more you damage you’ll be able to take in one hit. It increases your chances of surviving a one-shot.

Hit Points (HP) – This is how much health you have. If you have more health, you can take bigger hits.

Mounts and Insignias

Mounts, these are what’s going to cost you an arm and a leg if you really want to make the most out of your character. The insignia bonuses are very helpful and help to make this build as effective as it is.

Mount Powers

Combat Power – Tenser’s Transformation (Tenser’s Floating Disk) – You are transformed into a virtual fighting machine, becoming stronger, tougher, faster, and more skilled in combat. For 12 seconds, you gain 10% Power and move 10% faster, and gain +2 Strength, Dexterity, Constitution, and Armor Class.

Dread Ring

Conjurer’s Gambit – You gain 250 Critical Strike and 250 Movement. Evoker’s Thirst – You gain 400 Life Steal. Forbidden Piercing – You gain 3% Resistance Ignored. Enraged Regrowth – When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)Rampaging Madness – When you deal damage you gain a stack of “Madness”. When you reach 50 stacks of “Madness” you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of “Madness” per second.

Elemental Evil

Wave of Force – +300 Power and +2000 Maximum Hit Points Heart of Stone – +4% Life Steal Severity and +2000 Maximum Hit PointsBlazing Resilience – You gain 400 Recovery and 2000 Maximum Hit Points Gale of Retribution – When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Critical Strike is increased by 1000 for 10 seconds.

Storm King’s Thunder

Cold Hearted – You gain 2% Life Steal Severity and 1000 Maximum Hit Points. Hardy Constitution – You gain 400 Stamina Gain and 2% Everfrost Damage Resistance. Chill Determination – You gain up to 2000 Recovery based on how much Stamina or Guard you are missing. Glacial Strength – Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance.Chill of Winter – When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Hi my name is Josh and this is my Cleric Parwen Valerian. my ingame tag is @iamsmokingone#2455, and you can also reach me at [email protected] my name on the Arc Neverwinter Forums is @pariswinters#7118 because my account name is banned there…..both are banned now <3 and I just recently made a twitch channel […]

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Next time you steal a build from someone make sure you give credit where it’s actually due instead of pretending you came up with this build. Publishing someone else’s build before they could publish theirs and taking credit for it is so sad and pathetic. I hope this build gets removed because it’s completely stolen.

From the person who gave you all of this in the Facebook group we’re both in who you gave no credit to obviously. Who corrected you every time you were wrong. But then again, I don’t expect someone who does this to be honest.

I wasn’t expecting honesty. I’ve seen your posts and read the discussions in the group. The advice you gave isn’t this, this is the advice another individual gave on many occasions. But whatever, you keep doing you. I’m just saying you should give credit to the individual who provided the ideas and corrections to your advice. I look up to him for advice on my tr and I found it offensive to see you disregard crediting his influence on this build.

I don’t even know who you’re talking about for starters, but I guess it’s uncommon that mutiple people have come up with the same thing that works in a game with limited possibilities. Thank’s for your input, though.

Yes i know, but you make this way more dmg as with wheel and a 4k crit or power mount have you test this? I work atm with 4k recovery mount and wheel. When i try your build i have to change all my power enchantments to brutal nd take snail from my legendary pack and change wheel with sigil of devotet.. So it will be expensive XD because of this i will ask is this a significant dmg increase this way you play 🙂

Just curious why you waste 5 feat points into Press The Advantage when you are not even using Impossible To Catch? You could spend those 5 points to increased Deflection chance which actually has a meaning.

Also regarding the 60% resistance ignored cap, it’s bullshit nowadays. There’s so much debuffs going on that you don’t need to have it at 60%.
Just played Tiamat twice using my 4k armpen stat from Axe Beak first and then changed it to 2k recovery for next run. I had less than 2k armpen on my second run and did about 20 million more damage versus the first run.

There’s also a 3.7 hunter in my alliance who was running with me and he did 200-300 million damage on every run we did and he runs with 2k armpen as well. I’m not going to be wasting any more of my stats to armpen 🙂

Also my TR is not squishy. Sure I die if I stand in red circles but I don’t get one-hit deaths because I use the defense guild boon and I have about 15k defense when my companion procs. Of course Orcus and big bosses one hit me but they also one hit tanks.

I was also a bit curious why you’re using the insignia bonus that gives you run speed and stamina gain?

I keep points in it, because if I ever feel the need to use ItC, the points are already there. Also, I just prefer to keep my ArmPen at the 60% just as a failsafe incase I’m not running with the best group and carrying some lower levels. I use the lifesteal boon, because with damage mitigations from support, if I don’t get one-shot, I heal back almost instantly. Lastly, I use Gladiators Guile, because the movement is too good for me to pass up and when it comes down to seeing who can do more damage in a specific dungeon, movement is key.

Are you planning on updating to Mod 11? I saw in a comment that you will switch Con Artist for Sellsword but that’s not in the actual guide. I don’t know what parts of the build have changed (if any) but it would be nice to know for sure everything is up to date.

Instead of using the orcus set mabey try imperial getter dragon clook and twised belt of dex sorry spelling is bad. The reason why I use it gives you extra dex. Please test it with your build and get back to me please

Anyways, why don’t you stack the radiants on yourself and on your companion put as much gigantic enchantments (460 Crit / 230 Rec / 230 Arm Pen) until you have 60% resistance, and then black ice in the rest (460 Pow/ 230 Crit / 230 Rec) to maximize the amount of stats you get out of your bonding r12’s. More overall stats and you can slot more base power for both the whirlwind of blades & shadowborn feat. Just mess with the armor kits afterwards to play around with your stats until you like them.

I find its better to stack crit on myself, because in the instance where my companion were to die, I would still have a high base crit that would do more for me rather than high base power. Also, most of my ArmPen comes from my artifacts and insignia’s, so what I get from my companion is just what their base stats provide. I would use Black Ice Enchants on my companion, but I don’t want to have too much recovery to the point where it could possibly hinder my crit or power.

Hello, i test your build i make the same dmg like i use wheel and 4k recovery mount. But its very nice playstyle with sigil of the devotet and leg. Snail. This way i have no problem with wheel and other players use it too XD
Thx for share your build.

Hi Cameron,
Nice build man 🙂
Am only WONDERING how u get 7000+ recovery stats with Chest 1337 recovery and Ring 465 recovery and the stats from gear and weapons without Artifact`s ?
And do you plan to go Brutals on your Companion and full Blackice 12 on ur self?
In the moment I try this and in combination with 4000 power mount and no Set bonus I use the +4 STR belt and I really melt things. Personaly I make more dps without Orcus I dunno. Did you ever Test it?

I haven’t tried the STR belt, but I probably will once Masterwork 2.0 is released. I hadn’t really planned to change up my enchants, because I’m pretty happy with my stats like that. I’ve thought about going with full Black Ice 12’s on my front page, but I don’t want to stack too much base recovery to the point where it becomes a hindrance.

First of all, thank you for the build, i will be switching to it to test it out, but looks very viable to use. Second, may i suggest you rename the “Dungeon Guide” header to “Powers/Dungeon Guide,” since that seems to confuse people XD Third, this is not my main, and i cannot afford legendary mounts on any of my toons quite yet, do you have an alternative recommendation for insignia bonus for plain ol’ epic & rare mounts? I would probably use Wanderer’s Fortune unless you had another suggestion? And lastly, after hitting the 60% ArP, would you suggest going for 100% crit before putting points into power? Or is there a ratio i should be using as i level up my enchants (such as power:crit in a 2:1 ratio or something.) Thanks for your time!

I would suggest getting crit to 100% after reaching 60% for your ArP. For an insignia bonus to use in place of Cavalry’s Warning, I would suggest either Protectors Friendship or Artificer’s Influence. If you have any other questions, send me a message on Xbox @xCam.